Creating a Character
Base Statistics

A standard player starts with 300 points to be allocated between statistics and skills.

There are seven base statistics for each character. A player may allocate up to 95 points in these statistics, with 75 to 80 recommended as a minimum. This includes the 8-point minimum for both Intelligence and Size (no kids or folks with vegetable level intelligences here!). Thus, your first 16 points are already spent.

No single statistic can be pushed higher that 17.

STR Strength Physical strength and prowess
CON Constitution Overall health, endurance, and ability to take punishment
SIZ Size How big or tall you are, with a minimum level of 8
INT Intelligence How smart you are, in general terms, with a minimum level of 8
POW Power Inner strength, and overall presence and self-confidence; it is also a measure of one's magical ability and strength
DEX Dexterity Coordination and speed
CHA Charisma Physical attractiveness between folks of the same general species; general magnetism and leadership ability

 

Secondary Characteristics

From your base statistics, several secondary characteristics are derived. The math is a bit convoluted and is presented here not as a mechanic but to give players an idea of the breakpoints and implications of their statistics as the game plays out. For example, a thief type has to balance their size, dexterity and power carefully while a fighter type will want to make sure his strength, size, and constitution are all of a decent level.

Hit Points (SIZ + CON) / 2 Measure of how much damage you can take.
Strike Rank Derives from DEX (speed) plus SIZ (reach)
plus weapon length (reach)
Determines who has the first chance to hit in combat and the general battle after that. A low number is good. Simply put, the faster person using the longest weapon with the greatest reach has the chance to hit first. Magic or missile weapons use only one's DEX strike rank.
DEX Strike Rank DEX 1 - 9, DSR = 4     
DEX 10 - 15, DSR = 3     
DEX 16 - 19, DSR = 2     
DEX 20+, DSR = 1
SIZ Strike Rank SIZ 1 - 9, SSR = 3     
SIZ 10 - 15, SSR = 2     
SIZ 16 - 19, SSR = 1     
SIZ 20+, SSR = 0
Melee Strike Rank DEX Strike Rank + SIZ Strike Rank
Damage Modifier Based on SIZ + STR Simply put, the bigger and stronger you are, the harder you are to hit.
SIZ + STR 10 - 12, DM = -1d4     
SIZ + STR 12 - 24, DM = 0     
SIZ + STR 25 - 32, DM = +1d4     
SIZ + STR 33 - 40, DM = +1d6     
SIZ + STR 41 - 56, DM = +2d6
Skill Modifiers Your basic stats also help with your skills and can add up to 15 percent to your base chance to do that particular type of skill. Primary influences add 1 percent for every point above 10 and subtract 1 percent for every point below. Secondary influences are similar, but 1 percent is added for every two points above 10 and subtract 1 percent for every two points below 10. Negative influences subtract 1 percent for every point above 10 and add 1 percent for every point below 10.
Agility Primary: DEX     Secondary: STR     Negative: SIZ
Communications Primary: INT     Secondary: POW and APP
Knowledge Primary: INT
Manipulation Primary: INT and DEX     Secondary: STR
Perception Primary: INT     Secondary: POW and CON
Stealth Primary: DEX     Negative: SIZ and POW

 

Skills

Skills are done in percentiles. For example, a 30 percent in a skill means that you will succeed 30 percent of the time. Skills are classified by type, and each skill normally has a base chance of success simply by its very nature. Skills with a base chance of --- indicate skills that must be taught from the start, and that this usually occurs in the play of the game. The Gamemaster will inform you if you are eligible to have a starting skill in these areas. Skills listed in blue have specific cultic or cultural importance, and cannot be learned without meeting these requirements or paying a premium.

Players may allocate the starting points among these skills as they wish, with the following caveats:

Please note that this list is a suggested outline and not all-inclusive. If you believe there is a skill your character should have that isn't here, please discuss this with the Gamemaster to work out what class of skill it should be and its base chance.

Agility Skills
  Acrobatics 10%
  Boating 05%
  Brawl 25%
  Climb 40%
  Dodge 05%
  Dressage ---
  Jump 25%
  Ride 05%
  Swim 25%
  Throw 25%
  Melee Combat
  1H Weapon Parry 10%
  2H Weapon Parry 05%
  Dance of Daggers ---
  Dance of Storms ---
  Shield Parry 05% for buckler; 15% for all other shields
Perception Skills
  Listen 25%
  Scan 25%
  Search 25%
  Track 25%
Knowledge Skills
  Court Lore 10%
  Critter Lore 05%
  Doublebluff 05%
  Evaluate Goods 05%
  First Aid 10%
  Gaming 10%
  Heraldry 10%
  History ---
  Horses and Castles 05%
  Keeptown Lore 10%
  Plant Lore 05%
  Professional Skill 10%
  Read and Write a Specific Language ---
  Veterinary 05%
Manipulation Skills
  Conceal 05%
  Cut Purse 05%
  Devise 05%
  Lockpick 05%
  Play a Specific Instrument ---
  Professional Craft 10%
  Sleight of Hand 05%
  Melee Combat
  Base chance varies on the exact the weapon used, the listed base chance is the average for the most common of that type. For example, a broadsword for a 1H Cutting weapon or a great hammer for 2H Smashing weapon. A bastard sword may be used either one handed or two handed, and the skill in each must be purchased separately.
  1H Cutting Weapons 05%
  2H Cutting Weapons 10%
  1H Smashing Weapons 10%
  2H Smashing Weapons 05%
  Archery 05%
  Crossbow 25%
  Thrusting Weapons 15%
Stealth Skills
  Hide 10%
  Sneak 10%
  Stalk 05%
Communication Skills
  Fast Talk 05%
  Orate 05%
  Sing 05%
  Speak another specific Language ---
Special Skills
  Speak Native Language All Players speak their native language at a level of INTx5, at no additional costs. Unless specifically noted by the Gamemaster, this will be Imperial Colonial.

 

Common Magic

Most characters may have learned simple common magics. These magics make up a common body of spells that are taught by many cults, though they might be called by different names. Often times these will be taught to non-members of the church in return for financial tithes. The principle here being that if they don't take your money, you will go elsewhere and donate to some other less worthy God or Goddess. Of course, this is flavored by the exact church and circumstance. Lady Attera will not teach combat spells, for example, and Lord Rames might be more selective about whom they teach than a Jvrillian mercenary troop.

Each player may select 6 points of spells to start with. Note that spells with variable power requirements can be purchased at each particular level. The Gamemaster may decide to allocate bonus points based on Background, Cult or whim.

When cast, each point costs one magic point. A player's daily allotment of magic points is equal to their POW stat. This power expenditure is restored after a good night's rest. Unless otherwise noted, each spell lasts either one combat or fifteen minutes. (A combat is defined as an engagement with a single opponent.)

Spell Power Brief Description
Blaze 3 points Magically enflames a sword, arrow or crossbow, causing 3d6 damage to an opponent, instead of the weapon's normal damage.
Dark 1 Point Casts a sphere of darkness upon an object.
Detect 1 point Detects magic in a small area or on a specific item.
Demoralize 2 points A demoralized person will not push forward attack, will defend himself at full skill levels and if forced to protect himself will attack at only 50% of his skill.
Dispel Magic variable, 1-3 points Eliminates magic of a lower point value.
Dullard variable, 1-3 points 1 point breaks an opponent's concentration, 2 points confuses them and 3 points makes them temporarily forget a simple fact.
Enrage 1 point Enrages a person, makes them fanatical. Their combat skills go up by 50%. However, they will not parry.
Extinguish 2 points Puts out a small fire.
Harden variable, 1-3 points Temporarily adds magical armor, each point providing one point of protection.
Heal variable, 1-6 points Each point heals 1 point of damage.
Hinder variable, 1-3 points Each point subtracts 05% from the chance to hit and -1 to the damage done by a particular weapon.
Ironhand variable, 1-3 points Each point adds 05% chance to hit and adds +1 to the damage done by in by one's fists in combat.
Light 1 point Casts a sphere of light on an object.
Mask variable, 1-3 points A magic glamor that changes the looks of an object. Each point can temporarily mask an APP stat by one point.
Mend variable, 1-3 points Each point repairs 10 points of damage done to an object.
Rend variable, 1-3 points Each point does 1 point of damage to an opponent, which ignores armor.
Spark 1 point Kindles a small fire.
Strike variable, 1-3 points Each point adds 05% chance to hit and adds +1 to the damage done by a particular weapon hit.
Ward variable, 1-6 points Each point protects from incoming harmful magics.

 

Divine Magic

Characters who are Initiates or Lords in a cult may have access to Divine Magics on a limited basis. By meeting with a Priest or Priestess of their cult and doing a ritual to sacrifice POW, they gain a spell on a one-shot basis.

Priests and Priestesses may perform a similar ritual; however, once power is sacrificed many — but not all — of the spells can be used over and over.

Each eligible player may select 3 points of spells to start with. It is assumed that the sacrificed power has been restored by the time the game has started. The Gamemaster may decide to allocate bonus points based on Background, Cult or whim.

Stackable means that more than one point may be sacrificed for to make it bigger and better. The stacking can be done over time.

When cast, the spell goes off at the beginning of combat, or immediately if not in combat. Unless otherwise noted, each spell lasts either one combat or fifteen minutes. (A combat is defined as an engagement with a single opponent.)

The spells listed below are available to all cults; each cult will have their own, unique and secret Divine Magics.

Spell POW Sacrifice Brief Description
Absorption 1 point Allows the caster to absorb the POW sent on a spell cast against him and add to his POW stat for the duration of the spell. It also nullifies the effect of the other spell. Note that a spell such as Strike is cast on a sword, not a caster.
Bind Spirit 1 point Binds a spirit permanently into an object or animal.
Discorporation 1 Point This spell allows the caster to separate from their body and travel through the spirit realm. The caster will not be able to communicate with the mundane world but will be able to speak to any spirits they come across. Sensible conversation is not guaranteed.
Dismiss Magic 2 points Eliminates all magic from a single object or a 5-foot diameter location.
Divination 1 point Allows the character to ask a question of their God or Goddess. The ritual takes an hour to perform. This spell can be sacrificed for repeatedly, allowing additional questions to be asked. The spell cannot be used to tell the future.
Divine Intervention 1 point Non-reusable, stackable: Allows the caster to pray for a miracle. The miracle must be in the nature of the God or Goddess. For example, Lady Attera will not kill or harm anyone, and Khol will not give away money. Each point stacked allows a 10% chance of being successfully heard. It cannot be used to ask a question or tell the future.
Excommunicate 1 points Formally removes a person from the church. The God must allow this to happen; i.e., in the Gamemaster's eyes the person must deserve to be excommunicated.
Extension 1, 2 or 3 points Extends the duration of common magic spells cast by the caster: 1 point extends the spell's duration for 1 hour; 2 points extends common magics for 6 hours and extends divine magic for 1 hour; 3 points extends common magics for 1 day and divine magic for 6 hours.
Hinder Spirit 1 point Stackable up to 4. Reduces a spirit's POW if in combat with the spirit. This is used when binding spirits or elementals.
Multi-spell 1, 2 or 3 points Allows one to combine common magics so they can be cast all at once, and occur at the beginning of the combat round: 1 point combines two spells; 2 points combine 3 spells; 3 points combines 4 spells.
Silvertongue 2 points Allows a person to understand any spoken word for a duration of 15 minutes.
Spirit Block 2 points Prevents spirits from approaching a person or an area.
Summon Spirit 1, 2 or 3 points Non-reusable. This spell summons a spirit that can be bound to an object; if it is bound to an object, the object becomes magical. If the object is an animal, it becomes a familiar. The caster must succeed in a POW versus POW battle to defeat the spirit. Once that is done, the spirit may be bound using the Bind Spirit spell. Unbound spirits will be released after 1 hour.
Teach 1 point Duration 1 week: Allows the caster to teach common magic to others.
Vision 2 points Allows the caster to relocate their viewpoint up to 250 feet away. They will see from this viewpoint and not see from theirs. They may, however, switch from far to normal once per combat round for the duration of the spell.